Oh ya, well the ignore my post. :K
Why does judgment have to be male? Does he have a conspicuous groin plate? XD
This is taking place in a multiverse so surely some women would get in his armor.
Actually I just realised everyone is misunderstanding my move as a backflip, when she did a cartwheel backwards after the sword passed over her back when she ducked.
The Arena is a contest between two writers engaging in a form of mental chess. Inserting an X-factor, such as a dynamic battlefield that requires the fighters to fight that as well and which ultimately can result in a loss because of those dynamics, becomes a hindrance. The field should never be such a dominate factor in an arena fight that it can cause a loss.
The thing is, those are perfectly fine maps. They aren't said issue.
The issue comes when you actively have to fight with the Arena, instead of just the opponent. Like the Tilting Building, where you are less fighting the opponent and more dealing with the arena.
The boring ones are perfect for ranked fights, as they focus on skill. The things in them are fine, like kicking dirt or tossing sand. Not trees that randomly swing out and try hit you for coming to close, or a building that forces you run down its side.
Really my only job here is to switch arenas and judge... things.
<Snipped quote by Inuyasha>
Interrupting an interrupt is -really- dependant on timescale, ultimately something's got to give eventually, you can't just keep flawlessly evading or negating eachother's attacks. You've set yourself in motion to launch an attack, you're not expecting it to be blocked or deflected in some fashion, so reacting to that follow up is entirely dependant on if your character has a realistically long enough time to comprehend what's happening and then act.
For example, in mine and IN's recent fight, IN committed to a powerful falling attack that relied on me being basically stationary, understandably I moved, but my character only moved with a very short period of time remaining before impact, effectively cutting off reactions to the move until just before it would be too late. That is why the first interrupt is most likely to succeed, and after that its more likely for a hit to be taken.